Panzer Grenadier Battles on November 10th:
Black Panthers #6 - Breaking Away Jungle Fighting #3 - Kokumbona I : Little Progress
Conquest of Ethiopia #8 - Graziani's War: A Sorrowful Victory Kokoda Campaign #24 - The End of the Trail Scenario 3: The Trail to Gorari, Day Two
Red & White #31 - Contain, Contain, Contain! Kokoda Trail #30 - The Trail to Gorari, Day Two
Jungle Fighting #2 - Koli Point: Gavaga Creek
Errors? Omissions? Report them!
Chewy-Gooey
An Army at Dawn 2nd Ed #5
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 190th Panzer Battalion
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAD2005
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1942-11-26
Start Time 12:00
Turn Count 16
Visibility Day
Counters 36
Net Morale 1
Net Initiative 1
Maps 2: 78, 79
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 218
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Smoke
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

The British First Army created an Anglo-American tank-heavy regimental group known as Blade Force to move into the Tine Valley and generate a “tank infested area”. Blade Force boasted over 100 tanks, no infantry, and all the easily foreseeable problems of an ad-hoc multi-national command structure. In response to an American raid on a nearby airfield the Germans sent in their own tanks to infest the valley.

Conclusion

The relatively well-equipped 190th Tank Battalion, sent to North Africa to become the armored component of the Africa Corps' 90th Light Division, had instead been diverted to the Tunisian front. Despite the well-documented use of long-barreled Panzer IV's against the British since May, word apparently did not trickle down to American tank battalion commanders. The Stuarts posed a poor matchup as Company A lost half of their twelve tanks in the first ten minutes. However, their sacrifice allowed Company B to take the panzers in the rear and eliminate seven of the troublesome intruders. The Germans retired with the Americans in hot pursuit, but the fighting for Chouigui (known to the Americans as "Chewy-Gooey") was far from over.

Additional Notes

Revision of 1st edition scenario 4, Tank Infestation.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Luftwaffe
United States Order of Battle
Army
  • Foot
  • Leader
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Errors? Omissions? Report them!
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